; ========================================================= ; Sprite Properties ; ========================================================= !SPRID = Sprite_SeaUrchin !NbrTiles = 04 ; Number of tiles used in a frame !Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !HVelocity = 00 ; Is your sprite going super fast? put 01 if it is !Health = 04 ; Number of Health the sprite have !Damage = 04 ; (08 is a whole heart), 04 is half heart !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this template (can be 0 to 7) !Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool !Persist = 00 ; 01 = your sprite continue to live offscreen !Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) !CollisionLayer = 00 ; 01 = will check both layer for collision !CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall !DeflectArrow = 00 ; 01 = deflect arrows !WaterSprite = 00 ; 01 = can only walk shallow water !Blockable = 01 ; 01 = can be blocked by link's shield? !Prize = 03 ; 00-15 = the prize pack the sprite will drop from !Sound = 00 ; 01 = Play different sound when taking damage !Interaction = 00 ; ?? No documentation !Statue = 00 ; 01 = Sprite is statue !DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles !ImperviousArrow = 00 ; 01 = Impervious to arrows !ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks !Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss %Set_Sprite_Properties(Sprite_SeaUrchin_Prep, Sprite_SeaUrchin_Long); Sprite_SeaUrchin_Long: { PHB : PHK : PLB JSR Sprite_SeaUrchin_Draw JSL Sprite_DrawShadow JSL Sprite_CheckActive : BCC .SpriteIsNotActive JSR Sprite_SeaUrchin_Main .SpriteIsNotActive PLB RTL } Sprite_SeaUrchin_Prep: { PHB : PHK : PLB LDA #$01 : STA.w SprPrize, X LDA.w WORLDFLAG : BEQ + ; Eon Sea Urchin impervious to sword LDA.b #%10000100 : STA.w SprDefl, X LDA.b #$07 : STA.w SprPrize, X + PLB RTL } Sprite_SeaUrchin_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw Idle dw Death Idle: { %PlayAnimation(0,3,8) %PlayerCantPassThrough() %DoDamageToPlayerSameLayerOnContact() JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage %GotoAction(1) .NoDamage RTS } Death: { LDA.b #$06 : STA.w SprState, X LDA.b #$0A : STA.w SprTimerA, X STZ.w SprPrize,X LDA.b #$09 ; SFX2.1E JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan RTS } } Sprite_SeaUrchin_Draw: { JSL Sprite_PrepOamCoord JSL Sprite_OAM_AllocateDeferToPlayer LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame LDA .start_index, Y : STA $06 PHX LDX .nbr_of_tiles, Y ;amount of tiles -1 LDY.b #$00 .nextTile PHX ; Save current Tile Index? TXA : CLC : ADC $06 ; Add Animation Index Offset PHA ; Keep the value with animation index offset? ASL A : TAX REP #$20 LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y AND.w #$0100 : STA $0E INY LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 SEP #$20 BCC .on_screen_y LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way STA $0E .on_screen_y PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) INY LDA .chr, X : STA ($90), Y INY LDA .properties, X : STA ($90), Y PHY TYA : LSR #2 : TAY LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY PLX : DEX : BPL .nextTile PLX RTS .start_index db $00, $01, $02, $03, $04, $05, $06, $07 .nbr_of_tiles db 0, 0, 0, 0, 0, 0, 0, 0 .x_offsets dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 dw 0 .y_offsets dw 0 dw -1 dw 0 dw -1 dw 0 dw -1 dw 0 dw -1 .chr db $EA db $EC db $EA db $EC db $EA db $EC db $EA db $EC .properties db $29 db $29 db $69 db $69 db $29 db $29 db $69 db $69 }